306 lines
11 KiB
JavaScript
306 lines
11 KiB
JavaScript
class ActorWfrp4e_fr extends ActorWfrp4e {
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/**
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* Calculates a weapon's range or damage formula.
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*
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* Takes a weapon formula for Damage or Range (SB + 4 or SBx3) and converts to a numeric value.
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*
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* @param {String} formula formula to be processed (SBx3 => 9).
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*
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* @return {Number} Numeric formula evaluation
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*/
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calculateRangeOrDamage(formula)
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{
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//console.log("FR function calculateRangeOrDamage !", formula);
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let actorData = this.data
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try
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{
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formula = formula.toLowerCase();
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// Iterate through characteristics
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for(let ch in actorData.data.characteristics)
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{
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// Determine if the formula includes the characteristic's abbreviation + B (SB, WPB, etc.)
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if (formula.includes(ch.concat('b')))
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{
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// Replace that abbreviation with the Bonus value
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formula = formula.replace(ch.concat('b'), actorData.data.characteristics[ch].bonus.toString());
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}
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}
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if (formula.includes("yard") )
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formula = formula.replace(ch.concat('yard'), "mètre" );
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if (formula.includes("yds") )
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formula = formula.replace(ch.concat('yds'), "m." );
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// To evaluate multiplication, replace x with *
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formula = formula.replace('x', '*');
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return eval(formula);
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}
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catch
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{
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return formula
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}
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}
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/**
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* Turns a formula into a processed string for display
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*
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* Processes damage formula based - same as calculateSpellAttributes, but with additional
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* consideration to whether its a magic missile or not
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*
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* @param {String} formula Formula to process - "Willpower Bonus + 4"
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* @param {boolean} isMagicMissile Whether or not it's a magic missile - used in calculating additional damage
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* @returns {String} Processed formula
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*/
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calculateSpellDamage(formula, isMagicMissile)
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{
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let actorData = this.data
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formula = formula.toLowerCase();
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if (isMagicMissile) // If it's a magic missile, damage includes willpower bonus
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{
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formula += "+ " + actorData.data.characteristics["wp"].bonus
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}
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// Specific case, to avoid wrong matching with "Force"
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if (formula.includes("force mentale"))
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{
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// Determine if it's looking for the bonus or the value
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if (formula.includes('bonus'))
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formula = formula.replace( "bonus de force mentale", );
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else
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formula = formula.replace("force mentale", actorData.data.characteristics["wp"].value);
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}
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// Iterate through characteristics
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for(let ch in actorData.data.characteristics)
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{
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// If formula includes characteristic name
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while (formula.includes(actorData.data.characteristics[ch].label.toLowerCase()))
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{
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// Determine if it's looking for the bonus or the value
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if (formula.includes('bonus'))
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formula = formula.replace("bonus de " + WFRP4E.characteristics[ch].toLowerCase(), actorData.data.characteristics[ch].bonus);
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else
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formula = formula.replace(WFRP4E.characteristics[ch].toLowerCase(), actorData.data.characteristics[ch].value);
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}
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}
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//console.log("calculateSpellDamage -> " + formula );
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return eval(formula);
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}
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/**
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* Turns a formula into a processed string for display
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*
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* Turns a spell attribute such as "Willpower Bonus Rounds" into a more user friendly, processed value
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* such as "4 Rounds". If the aoe is checked, it wraps the result in AoE (Result).
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*
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* @param {String} formula Formula to process - "Willpower Bonus Rounds"
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* @param {boolean} aoe Whether or not it's calculating AoE (changes string return)
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* @returns {String} formula processed formula
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*/
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calculateSpellAttributes(formula, aoe=false)
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{
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let actorData = this.data
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formula = formula.toLowerCase();
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// Do not process these special values
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if (formula != game.i18n.localize("Vous").toLowerCase() && formula != game.i18n.localize("Special").toLowerCase() && formula != game.i18n.localize("Instantané").toLowerCase())
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{
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// Specific case, to avoid wrong matching with "Force"
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if (formula.includes("force mentale"))
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{
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// Determine if it's looking for the bonus or the value
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if (formula.includes('bonus'))
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formula = formula.replace( "bonus de force mentale", actorData.data.characteristics["wp"].bonus);
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else
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formula = formula.replace("force mentale", actorData.data.characteristics["wp"].value);
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}
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if (formula.includes("yard") )
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formula = formula.replace(ch.concat('yard'), "mètre" );
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if (formula.includes("yds") )
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formula = formula.replace(ch.concat('yds'), "m." );
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// Iterate through remaining characteristics
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for(let ch in actorData.data.characteristics)
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{
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// If formula includes characteristic name
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//console.log("Testing :", ch, WFRP4E.characteristics[ch].toLowerCase());
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if (formula.includes(WFRP4E.characteristics[ch].toLowerCase()))
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{
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// Determine if it's looking for the bonus or the value
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if (formula.includes('bonus'))
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formula = formula.replace("bonus de " + WFRP4E.characteristics[ch].toLowerCase(), actorData.data.characteristics[ch].bonus);
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else
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formula = formula.replace(WFRP4E.characteristics[ch].toLowerCase(), actorData.data.characteristics[ch].value);
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}
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}
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}
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// If AoE - wrap with AoE ( )
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if (aoe)
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formula = "AoE (" + formula.capitalize() + ")";
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//console.log("calculateSpellAttributes -> " + formula );
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return formula.capitalize();
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}
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}
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Hooks.once('init', () => {
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// Replace to manage specific bonuses/char. computations
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CONFIG.Actor.entityClass = ActorWfrp4e_fr;
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WFRP4E.talentBonuses = {
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"perspicace": "int",
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"affable": "fel",
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"tireur de précision": "bs",
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"très fort": "s",
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"vivacité": "i",
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"reflexes foudroyants": "ag",
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"imperturbable": "wp",
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"très résistant": "t",
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"doigts de fée": "dex",
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"guerrier né": "ws"
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}
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if(typeof Babele !== 'undefined') {
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Babele.get().register({
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module: 'WH4-fr-translation',
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lang: 'fr',
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dir: 'compendium'
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});
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Babele.get().registerConverters({
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"career_skills": (skills_list) => {
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//console.log( "Thru here ..." );
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var compendium = game.packs.find(p => p.collection === 'wfrp4e.skills');
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var i;
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var len = skills_list.length;
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var re = /(.*)\((.*)\)/i;
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for (i = 0; i < len; i++) {
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var transl = compendium.i18nName( skills_list[i] );
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if ( transl == skills_list[i] ) {
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var res = re.exec( skills_list[i]);
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if (res) {
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//console.log("Matched/split:", res[1], res[2]);
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var subword = game.i18n.localize(res[2].trim() );
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var s1 = res[1].trim() + " ()";
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var translw = compendium.i18nName( s1 );
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if (translw != s1) {
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var res2 = re.exec(translw);
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transl = res2[1] + "(" + subword + ")";
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} else {
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s1 = res[1].trim() + " ( )";
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translw = compendium.i18nName( s1 );
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var res2 = re.exec(translw);
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transl = res2[1] + "(" + subword + ")";
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}
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}
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}
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skills_list[i] = transl;
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}
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return skills_list;
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},
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"career_talents": (talents_list) => {
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var compendium = game.packs.find(p => p.collection === 'wfrp4e.talents');
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var i;
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var len = talents_list.length;
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var re = /(.*)\((.*)\)/i;
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for (i = 0; i < len; i++) {
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var transl = compendium.i18nName( talents_list[i] );
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if ( transl == talents_list[i] ) {
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var res = re.exec( talents_list[i]);
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if (res) {
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//console.log("Matched/split:", res[1], res[2]);
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var subword = game.i18n.localize(res[2].trim() );
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var s1 = res[1].trim(); // No () in talents table
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var translw = compendium.i18nName( s1 );
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if (translw != s1) {
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transl = translw + "(" + subword + ")";
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} else {
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s1 = res[1].trim() + " ( )";
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translw = compendium.i18nName( s1 );
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var res2 = re.exec(translw);
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transl = res2[1] + "(" + subword + ")";
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}
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}
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}
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talents_list[i] = transl;
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}
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return talents_list;
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},
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// To avoid duplicateing class for all careers
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"generic_localization": (value) => {
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if ( value )
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return game.i18n.localize( value.trim() );
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},
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"trapping_qualities_flaws": (value) => {
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if ( value ) {
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var list = value.split( "," );
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var i=0;
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var re = /(.*) (\d+)/i;
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for (i=0; i<list.length; i++) {
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var splitted = re.exec( list[i].trim() );
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if ( splitted ) {
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//console.log("FOund:", splitted[0], splitted[1], splitted[2] );
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list[i] = game.i18n.localize( splitted[1] ) + " " + splitted[2];
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} else {
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list[i] = game.i18n.localize( list[i].trim() ) ;
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}
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}
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return list.toString();
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}
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},
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// Search back in careers the translated name of the groupe (as it is the name of the level career itself)
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"career_careergroup": (value) => {
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var compendium = game.packs.find(p => p.collection === 'wfrp4e.careers');
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return compendium.i18nName( value );
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},
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// Auto-translate duration
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"spells_duration_range_target_damage": (value) => {
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//console.log("Spell duration/range/damage/target :", value);
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if ( value == "" ) return ""; // Hop !
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if ( value == "Touch" ) return "Contact"; // Hop !
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if ( value == "You" ) return "Vous"; // Hop !
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if ( value == "Instant" ) return "Instantané"; // Hop !
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var translw = value;
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var re = /(.*) Bonus (\w*)/i;
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var res = re.exec( value );
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var unit = "";
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if ( res ) { // Test "<charac> Bonus <unit>" pattern
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if ( res[1] ) { // We have char name, then convert it
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translw = "Bonus de " + game.i18n.localize( res[1].trim() );
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}
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unit = res[2];
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} else {
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re = /(\d+) (\w+)/i;
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res = re.exec( value );
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if (res) { // Test : "<number> <unit>" pattern
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translw = res[1];
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unit = res[2];
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} else { // Test
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re = /(\w+) (\w+)/i;
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res = re.exec( value );
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if (res) { // Test : "<charac> <unit>" pattern
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translw = game.i18n.localize( res[1].trim() );
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unit = res[2];
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}
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}
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}
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if ( unit == "hour") unit = "heure";
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if ( unit == "hours") unit = "heures";
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if ( unit == "days") unit = "jours";
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if ( unit == "yard") unit = "mètre";
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if ( unit == "yards") unit = "mètres";
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translw += " " + unit;
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return translw;
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}
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});
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}
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} );
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